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[[GGST/Bridget/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr| | [[GGST/Bridget/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | ||
{{CloseCard}} | {{CloseCard}} | ||
Revision as of 18:22, 8 August 2022
Bridget | |
---|---|
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws. | 2K (5F) |
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options. | 623P (9F) 632146H (?F) |
Normal Moves
5P
Gatling Options: 5P, 2P, 6P, 6H
5K
Gatling Options: 6P, 6K, 6H, 5D, 2D
c.S
Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
Gatling Options: S, 5H, 2H
S
S after f.S or 2S
S follow-up after f.S or 2S. If delayed properly the follow-up can be a frametrap.
5H
H
H after 5H or 2H
H follow-up after 5H or 2H
5D
- Uncharged Dust Attack
- Causes floating crumple on ground hit.
- Launches opponent on air hit.
- 80% proration.
- Charged Dust Attack
- Launches opponent on hit if combo'd into.
- Holding any upward direction during the hitstop of a raw, charged Dust Attack on hit will activate Homing Jump:
- Initiating a Homing Jump will put the opponent into a unique air combo state, ending in an Area Shift.
- During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow.
- Homing Jump combos greatly increase Tension Balance.
Significantly slower than an uncharged 5D, making it easier to react to. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo.
2P
Gatling Options: 5P, 2P, 6P, 6H
2K
Bridget's 5f jab.
Low Profiles.
Gatling Options: 6P, 6H, 5D, 2D
2S
Gatling Options: S, 5H, 2H
2H
2D
There is a throwable gap from 5K and 2K
6P
6K
Has a 3 frame gap from 5P and 2P.
Has a 1 frame gap frame 5K and 2K.
6H
j.P
Gatling Options: j.P
j.K
Gatling Options: j.D
j.S
Gatling Options: j.H, j.D
j.H
Gatling Options: j.D
j.D
Special Moves
Stop and Dash
236S/H (Air OK) or 214S/H (Air OK)
- 236 Stop and Dash
- 214 Stop and Dash
Rolling Movement
214K (Air OK)
Starship
623P
Kick Start My Heart
236K
Brake
P during Kick Start My Heart
Shoot
K during Kick Start My Heart
Roger Dive
j.236K
Rock the Baby
63214P (Air OK)
Overdrives
Loop the Loop
632146S
Return of the Killing Machine
632146H (Air OK)
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall